Dart board with digital target display ring (dtdr)

ABSTRACT

The present invention features a dart board comprising a digital target display ring (DTDR) surrounding a target area. The DTDR is operatively connected to a controller with a microprocessor, wherein said microprocessor is configured to (a) receive an input signal from an input device when the input device is actuated, and (b) generate an output signal to the DTDR for the DTDR to display a unique graphic according to pre-programmed commands for the actuated input device.

BACKGROUND OF THE INVENTION

Various electronic dart boards are known, where the dart games aremodified to enhance the playing experience. The one common feature thatthese electronic dart boards have is that the numerical valuessurrounding the target area remain static, i.e., the display arrangementis always the standard 20, 1, 18, 4, etc., going clockwise, where 20 isat the 12 o'clock position.

The present invention features an electronic dart board where thegraphic display matching up with each segment in the target area may bevaried.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 shows a dart board comprising a digital target display ring(DTDR) surrounding a target area. The DTDR may display various graphicin various arrangements around the target area. The DTDR shows thevarious possible exemplary graphics that may be displayed, e.g.,numerical values, pool balls having certain numbers, dice, etc.

FIG. 2 shows a block diagram of the electrical components, wherein theDTDR is operatively connected to a controller with a microprocessor andsaid microprocessor is configured to (a) receive an input signal from aninput device when the input device is actuated, and (b) generate anoutput signal to the DTDR for the DTDR to display a unique graphicaccording to pre-programmed commands for the actuated input device.

FIG. 3 shows an enlarged visual presentation of the lower portion of thedart board shown in FIG. 1. The input device of the present inventionincludes a game option selection and a game level selection.

FIG. 4 shows a game menu for the game selection.

FIG. 5 shows a schematic diagram of how software may be used toinitialize some or all of the dart board's parameters, e.g., set thedisplays such as the DTDR to display the default graphics, initializeall of the variables that will be stored in RAM 45, and request that theplayer select a game.

FIG. 6 shows a schematic diagram of how a software waits for an inputfrom the user, to process the start of game.

DESCRIPTION OF PREFERRED EMBODIMENTS

The present invention features a dart board comprising a digital targetdisplay ring (“DTDR”) for enhancing a player's playing experience. Adart board 10 in accordance with the present invention as shown in FIG.1 comprises a target area 12 surrounded by a digital target display ring(DTDR) 20.

To initiate the game, a player enters various game parameters via theinput device 46 (e.g., buttons and the like). Various parameters may beentered (discussed below), but the two main parameters are game type(e.g., Zen Cricket, 8-Ball, Pool, etc.) and game level. The input device46 communicates with the controller 40, which comprises a microprocessor42 and memory 43. The electrical components and communication of thepresent invention may be configured in any appropriate manner known toone of ordinary skill, see for example, U.S. Pat. No. 5,401,033, theentire disclosure of which is incorporated by reference herein.

The microprocessor 42 is configured to receive instructions from theinput devices and execute software from the memory 43 (e.g., ROM) forthe selected parameter (e.g., game type and game level). The memory 43may include, but is not limited to both non-volatile, read only memory(ROM) 44 for storing software data, and random access memory (RAM) 45for temporary storage during execution. It is possible that other typesof memory may be included, such as flash memory, in addition to, or inreplace of the previously mentioned technology. Once the dart board isswitched on, the microprocessor 42 will begin executing theinitialization code stored in ROM 44. In some embodiments, a commercialmicrocontroller is used to act as the controller, and the software maybe written in either assembly, or a specialized high-level languagedesigned specifically for the particular controller. For ease of use bythe programmer, a controller whose programming language is based on amore common language, such as C, may be employed. This code may be usedto initialize some or all of the dart board's parameters, e.g., set thedisplays such as the DTDR to display the default graphics, initializeall of the variables that will be stored in RAM 45, and request that theplayer select a game (FIG. 5). Once all initialization parameters havebeen set, the software would wait for player input.

When the digital dart board is waiting for user input, the player willthen be able to press the appropriate buttons on the input device 46 toselect the appropriate game options (e.g., the game type and level; FIG.6). Every time the controller 40 receives an input from the input device46, it will update the appropriate variables in stored in RAM 45. If thegame select button is pressed, the game will update the counter with thenew index number of the next game type. It will then update the displaywith the new game name via the display driver circuit 47. If the levelselect button is pressed, the game will update the level counter withthe new index number of the next level. It will then update the displayvia the display driver circuit 47 with the new level number. As part ofits execution of the software from ROM 44, the microprocessor alsoobtains the appropriate graphic file from ROM 44, sends the informationto a display driver circuit 47 which instructs the DTDR to displayspecific game characters (e.g., numbers, billiard balls, dice, cards,etc.) in accordance with the game parameter selected. Optionally, thedisplay driver circuit 47 additionally instructs the information screen110 to display relevant game information, e.g., game selected, scores,game level, etc. Once the player has selected the desired game type andlevel, the player may then select the start game button to begin play.

In some embodiments, the microprocessor obtains the appropriate soundfile from ROM 44, sends the information to an audio driver circuit 48which instructs the speakers to play specific game sounds associatedwith the selected game parameters.

The target area may have various scoring regions, wherein each scoringregion has a sensor that can detect an impact of a dart when the dart isthrown and hits that region. In some embodiments, a sensor may be in theform of a switch that is depressed when a dart hits the scoring region.Examples of switches that may be used in accordance with the presentinvention may be found in U.S. Pat. No. 4,057,251, the entire disclosureof which is incorporated in its entirety herein by reference. When asensor detects an impact of a dart (ie. a switch is depressed), it sendsa signal to the controller. Once the controller receives this signalfrom the target area, it processes it in accordance with the softwareinstructions for the selected game parameter, e.g., displaying a score,adding points, displaying a graphic, playing a sound, etc. In someembodiments, the target area remains static and does not have analtering graphic display. For example, as opposed to the DTDR which hasan altering graphic display, the target area does not.

In some embodiments, the target area 12 comprises 20 pie sections, eachpie section comprising a sensor to detect an impact of a dart. In someembodiments, the target area comprises scoring segments (each comprisinga sensor to detect an impact of a dart), wherein the scoring segmentsmay further comprise

-   -   (a) a bull's-eye 15,    -   (b) a first area 16 (single ring) surrounding the bull's-eye,        wherein the first area comprises a plurality of scoring        segments,    -   (c) a second area 17 (triple ring) surrounding the first area,        wherein the second area comprises a plurality of scoring        segments,    -   (d) a third area 18 (single ring) surrounding the second area,        wherein the third area comprises a plurality of scoring        segments,    -   (e) a fourth area 19 (double ring) surrounding the third area,        wherein the fourth area comprises a plurality of scoring        segments, and    -   (f) optionally, a fifth non-scoring area 14 surrounding the        fourth area for miss thrown darts,        wherein the scoring segments are radially aligned within twenty        pie sections.

The target area 12 is operably coupled to a controller 40 which controlsthe play of the game as well as the scoring. The controller 40 comprisesa microprocessor 42 that operates according to the software stored inmemory 43. The controller 40 is responsive to input devices 46 such asbuttons (or switches, and the like) on the device for controlling gamebeing played.

Any game that is adaptable to a dart board may be played with thepresent dart board having a DTDR. Non-limiting examples of games areshown on game menu (FIG. 4).

Various player parameters and options may be set with the input device46. In some embodiments, the input device comprises one or more of thefollowing buttons shown in FIG. 4. The buttons shown in FIG. 4 areexamples only and are not limiting, e.g., a dart board of the presentinvention may comprise fewer or more buttons shown in FIG. 4. In someembodiments, the buttons shown in FIG. 4 function as follows:

Power Button (ON/OFF)—Press to turn game on or off. Dartboard has anautomatic suspend mode to conserve power and battery life. The automaticsuspend mode will activate after 5 minutes of non-use. However, thescores are stored in memory and can be retrieved by pressing any button.

Game Menu—This button will activate the game menu function to allow theplayers to choose one of many games associated with the board

Game Options—Press this button to select varying options for each gameplayed. After a game, number of players and level is selected; playersmay need to add options to a game. The options that come up when thisbutton is pushed depends on the game and level selected. Options caninclude but are not limited to (1) “Clockwise”: which will rotate theimages generated on the DTDR in a clockwise motion (e.g., rotating theindividual images on the DTDR one space clockwise each time the optionbutton is selected), (2) “Counter Clockwise”: which will rotate theimages generated on the DTDR in a counter clockwise motion (e.g., movingthe DTDR in a counter clockwise motion one space each time the optionbutton is selected), (3) “Random”: which will rotate the imagesgenerated on the DTDR in a random motion (e.g., moving the DTDR in aclockwise or counter clockwise motion two spaces each time the optionbutton is selected), (4) “Points”: which when playing games such asCricket will allow for points to be added up by players againstopponents. In some embodiments, to move through the Options menu, aplayer can press and release the Option button quickly (with each quickpress bringing up a new option, e.g., “Clockwise”, “Counter Clockwise”,etc.). To choose an option (e.g. “Clockwise”) from the options menu, aplayer can press and hold the button for a longer duration, e.g., 2seconds, when that particular option is visible.

Number of Players—This button is used at the beginning of each game toselect the number of players that want to play the game. Up to 8 playersable to play.

Manual Button—This button will allow the players to “Manually” place thenumbers or graphics 1 through 20 inside of the DTDR. This feature, whenpressed, will hold the “graphic segments for game” 1-20 in memory. Whena player taps a scoring section with a dart, it registers on the ICboard, which sends a signal to the memory; the first “graphic segmentfor game” in the series 1-20 (example 1) will be placed there and willbe removed from the memory. Then the player will tap another scoringarea of their choosing which will place the second “graphic segment forgame” in the series 1-20 (example 2) in that area on the DTDR and so onuntil all 20 “graphic segments for game” have been chosen by the player.The game will then be played with the numbers in that order untilanother command is given to override that command,

Randomize Button—Each time this button is pressed it will automaticallyrandomize the order in which the numbers, graphics and/or charactersappear on the DTDR, which will then stay in their respective order untilanother command is given to the board.

Start Button—This multi-function button is used to START the game whenall options have been selected and to CHANGE to the next player when oneplayer is finished throwing their darts.

Missed Dart—If a dart misses the target area, it will not register onthe board. Press this button to register that an additional dart hit theboard so the board can move to the next task

Volume Control—UP—This button will raise the volume of the board's audio

Volume Control—DOWN—This button will lower the volume of the board'saudio

Bounce Out—Sometimes darts do not remain in the scoring section and fallout but scores a successful hit due to hitting the target area. If aplayer does not want to have that score registered, they press theBounce Out button immediately afterward to deduct that score.

Double Button—This button is used to activate the Double In/Double Outoption for the games.

Trash Talk Button—Press this to activate different levels of interactivesound effects.

Record button—Press this button to activate the recording option, whichallows a player to record their voice, for example up to 10 seconds oftheir voice, which is then placed into the Trash Talk memory.

Quick Buttons—These are buttons pre-programmed to bring up various gamessuch as (Zen Cricket, 8-Ball, 9-Ball, Cricket, Straight Pool, 301, etc.)

Many different game levels can be created and played in accordance withthe present invention. Each different level for the respective game hasdifferent rules for gameplay, and each of these different sets of ruleswould be coded in software and stored in ROM. In some embodiments, thevarious game level may be as follows:

Level One: DTDR remains fixed (Normal game display stays stationarythrough out game)—With this Level, players have the option of using theRandomize or Manual Set button which will allow them to place thegraphics randomly or manually in a different order within the DTDR. Thislevel can be used with any game on board.

Level Two: DTDR rotates after each round of play. If there are multipleplayers, this takes place after the final player has taken their turn.(Numbers or graphics will rotate “clockwise, counterclockwise or both”,uniformly in the “same colored” target segments). In the Game Optionsarea, the players get to choose “clockwise”, “counter-clockwise”, 2spaces, 4 spaces, 6 spaces, etc. or Random generation which will followthe rules for this level (“same colored” target segments).—e.g. Beforegame play, player chooses Zen Cricket in the Game Menu, chooses theLevel of Difficulty with the Level button, then with the Game Optionsbutton the players choose “clockwise”, “2 Spaces”. After each round ofplay, the 20 (normally positioned at the top center of the board) willrotate 2 colored segments to the right “clockwise” to rest in the areanormally reserved for the number 18 (same colored area), which will inturn rotate the placement of every number on the board 2 spaces to theright after each round of play. This level can be used with any game onboard.

Level Three: DTDR rotates after each round of play. If there aremultiple players, this takes place after the final player has takentheir turn. (Numbers or graphics will rotate “clockwise,counterclockwise or both”, uniformly into any of the target segments).In the Game Options area the players get to choose “clockwise”,“counter-clockwise”, 1 spaces, 2 spaces, 3 spaces, etc. or Randomgeneration—e.g. Before game play, player chooses Zen Cricket in the GameMenu, chooses the Level of Difficulty with the Level button, then withthe Game Options button the players choose “clockwise”, “Random”. After1^(st) round of play, the 20 (normally positioned at the top center ofthe board) will rotate to the right “clockwise” to the positiontraditionally held by the number 6 which will in turn rotate theplacement of every number on the board 5 spaces to the right after the1^(st) round of play. After the 2^(nd) round of play, this procedurerepeats itself and so on until the game is finished.

Level Four: DTDR varies numbers or graphics after each round of playdescribed as; if there are multiple players, this takes place after thefinal player has taken their turn. (Numbers or graphics will repositionthemselves randomly on any of the 20 target segments.) e.g. There are 3players and The Game 8-Ball is chosen in the Game Menu, # of Players arechosen, and Level Four difficulty is chosen. After the 3^(rd) playerthrows their darts, the DTDR will then display all of the billiard ballgraphics in a new position within the DTDR before player 1 takes thereturn for the 2^(nd) round of play.

Level Five: DTDR rotates numbers or graphics after each player finishestheir turn described as, when a player throws all three of their dartsat the dartboard. (Numbers or graphics will rotate “clockwise,counterclockwise or both”, uniformly in the “same colored” targetsegments). In the Game Options area the players get to choose“clockwise”, “counter-clockwise”, 2 spaces, 4 spaces, 6 spaces, etc. orRandom generation, as long as it remains in the same colored targetsegment area.—e.g. Before game play, player chooses Zen Cricket in theGame Menu, chooses the Level of Difficulty with the Level button, thenwith the Game Options button the players choose “clockwise”, “2 Spaces”.After each player finishes their turn, the 20 (normally positioned atthe top center of the board) will rotate 2 colored segments to the right“clockwise” to rest in the area normally reserved for the number 18(same colored area), which will in turn rotate the placement of everynumber on the board 2 spaces to the right after each player finishestheir turn. This level can be used with any game on board.

Level Six: DTDR varies numbers or graphics after each player throwsdescribed as, when a player throws all three of their darts at thedartboard. (Numbers or graphics will rotate “clockwise, counterclockwiseor both”, uniformly into any of the target segments). In the GameOptions area the players get to choose “clockwise”, “counter-clockwise”,1 spaces, 2 spaces, 3 spaces, etc. or Random generation—e.g. Before gameplay, player chooses Zen Cricket in the Game Menu, chooses the Level ofDifficulty with the Level button, then with the Game Options button theplayers choose “clockwise”, “Random” After 1^(st) player finishes theirturn, the 20 (normally positioned at the top center of the board) willrotate to the right “clockwise” to the position traditionally held bythe number 6 which will in turn rotate the placement of every number onthe board 5 spaces to the right after the 1^(st) player completes theirturn. After the 2^(nd) player completes their turn, this procedurerepeats itself and so on until the game is finished.

Level Seven: DTDR varies numbers or graphics after each player throwsdescribed as; when a player throws all three of their darts at thedartboard. (Numbers or graphics will reposition themselves randomly onany of the 20 target segments.) e.g. There are 3 players and The Game8-Ball is chosen in the Game Menu, # of Players are chosen, and LevelSeven difficulty is chosen. After the 1^(st) player throws their darts,the DTDR will then display all of the billiard ball graphics in a newposition within the DTDR before player 2 takes their turn.

Level Eight: DTDR rotates after each dart thrown described as; Player 1throws their first dart. (Numbers or graphics will rotate “clockwise,counterclockwise or both”, uniformly in the “same colored” targetsegments). In the Game Options area the players get to choose“clockwise”, “counter-clockwise”, 2 spaces, 4 spaces, 6 spaces, etc. orRandom generation, as long as it remains in the same colored targetsegment area.—e.g. Before game play, player chooses Zen Cricket in theGame Menu, chooses the Level of Difficulty with the Level button, thenwith the Game Options button the players choose “clockwise”, “2 Spaces”.After each dart is thrown, the 20 (normally positioned at the top centerof the board) will rotate 2 colored segments to the right “clockwise” torest in the area normally reserved for the number 18 (same coloredarea), which will in turn rotate the placement of every number on theboard 2 spaces to the right after each dart is thrown. This level can beused with any game on board.

Level Nine: DTDR rotates after each dart thrown described as; Player 1throws their first dart. (Numbers or graphics will rotate “clockwise,counterclockwise or both”, uniformly into any of the target segments).In the Game Options area the players get to choose “clockwise”,“counter-clockwise”, 1 spaces, 2 spaces, 3 spaces, etc. or Randomgeneration—e.g, Before game play, player chooses Zen Cricket in the GameMenu, chooses the Level of Difficulty with the Level button, then withthe Game Options button the players choose “clockwise”, “Random”. After1^(st) dart is thrown and scores, the 20 (normally positioned at the topcenter of the board) will rotate to the right “clockwise” to theposition traditionally held by the number 6 which will in turn rotatethe placement of every number on the board 5 spaces to the right afterthe 1^(st) dart is thrown and before the 2^(nd) dart is thrown. Afterthe 2^(nd) dart is thrown, this procedure repeats itself and so on untilthe game is finished.

Level Ten: DTDR varies numbers or graphics after each dart throwndescribed as; Player 1 throws their first dart. (Numbers or graphicswill reposition themselves randomly on any of the 20 target segments.)e.g. There are 3 players and The Game 8-Ball is chosen in the Game Menu,# of Players are chosen, and Level Ten difficulty is chosen. After the1^(st) player throws their first dart, the DTDR will then display all ofthe billiard ball graphics in a new position within the DTDR before the2^(nd) dart is thrown.

Zen-Master Level. This level allows for time settings to be applied toLevels Eight, Nine and Ten. Based on the time setting chosen (e.g. 1-10second intervals), the player only has a set amount of time to throwtheir darts at the board before the DTDR changes the number and/orgraphic positioning on the board depending on the Level chosen. Thecountdown happens after the first thrown dart for each player, e.g. TheGame Zen Cricket is chosen for 2 players. The Master Level is added todifficulty level Ten and a 3-second interval is chosen. Once Player 1throws their first dart at chosen target area, Player 1 then only has amaximum of 3 seconds to locate, aim, and throw their dart at chosentarget area before the DTDR changes again. If dart is not thrown withinthat period of time the player will lose that throw.

Any appropriate display technologies may be employed to construct theDTDR 20 of the present invention. For example, the DTDR 20 of thepresent invention may be constructed using any of the following displaytechnologies: liquid crystal display (LCD), thin film transistor liquidcrystal display (TFT LCD), active matrix liquid crystal display (AMLCD),light emitting diode (LED), organic light emitting diode (OLED), activematrix organic light emitting diode (AMOLED), surface-conductionelectron-emitter display (SED), field emission display (FED),electrophoretic display (ED), vacuum florescent display (VFD),interferometric modulation (IMOD), and Electronic Paper Display (EPD).The display driver circuit 47 may comprise two parts. One general drivercircuit responsible for controlling each scoring bed's display as wellas the scoring display, and a more specific, display specific drivercircuit for handling any and all display specific processing. Thedisplay specific driver circuit would ultimately be responsible forupdating its specific display. By breaking the display driver circuitinto components, the display technology can easily be changed based onchanging market conditions to decrease production costs. This DTDR 20will likely initially be comprised of multiple smaller displays adjacentto form a ring. However, as market conditions change, it may becomefeasible to design one continuous display with a hole in the center forthe dartboard. This continuous display would be ideal, so that there isno gap between displays, however since the display driver circuit isbroken into separate components, even if the dart board initiallyutilizes separate displays, it can later be changed to accommodate onelarge display with minimal changes to the rest of the unit.

EXAMPLES Example 1 Playing Zen Cricket with Dart Board Having DigitalTarget Display Ring

Players can initiate and play Zen Cricket in accordance with the presentinvention as follows. Board is turned on with Power Button. Game MenuButton is pushed which brings up the ability to choose a pre-definedgame. Player can scroll to the desired game, e.g., Zen Cricket, and thenpush the “enter” button. Zen Cricket is chosen from Game Menu. 4 Playersare chosen from the # of Players Button—pressing this buttonconsecutively 4 times will tell the board there are 4 players in thegame. If the board allows for 8 players, pressing this button 9 timeswill begin the player selection all over from 1 player, 6 presses=6players, etc.

Difficulty Level 8 is chosen by using the Level Button and pressing it 8times—see Level Descriptions—if the Level Button is not pushed it willby default be placed on Difficulty Level 1. By pressing the Level Button1 time—this will take it to Level 1 and so on. The Options of the game“Both (Clockwise/Counter Clockwise)”, “6 Spaces” and Points arechosen—this will rotate the numbers on the DTDR throughout the gameeither clockwise or counterclockwise 6 spaces after each dart is thrown.Start Button is pressed to begin game play. Player 1 throws Dart 1. (Theobject of the game Zen Cricket is similar to Traditional Cricket in thateach player is attempting to score 3 darts in the following numbers 20,19, 18, 17, 16, 15 and the Bull's-eye. This will “close out” thatnumber. This can be done by scoring in the single, double and/or triplearea of each scoring segment on the target area of the board.) After the1^(st) dart is thrown, Player 1's dart scores inside of the Double Ringof the 20, a score of 2 hits is registered on the monitor area of theboard with an X in the 20 areas. (When a player closes out a number thegraphic that displays is usually an X surrounded by a circle. 1 diagonalline for 1 hit, 1 diagonal line completing the X for a 2^(nd) hit andthe circle surrounding signifying 3 hits). Player 1 now needs only tohit the 20 once more to “close out” the 20's. After the 1^(st) dart isthrown, the number graphics on the DTDR rotate to a pre-defined positionas chosen by the Difficulty Level and Options, in effect moving thenumber 20 away from the original area, causing Player 1 to re-adjust thethrow to hit another area of the board. Player 1 throws Dart 2 whichscores a single hit on the 18. Since 20's and 19's are not closed out,this dart does not count as a score for 18. However, because the 2^(nd)dart was thrown, the program of the Difficulty level takes over onceagain and the numerical graphics change position within the DTDR. Anyprior darts that are still stuck in the target area after the DTDRchanges and happen by chance to be in the intended target for next throwwill be cancelled as a point(s) automatically by the game controller.Player 1 throws Dart 3 which scores a triple hit on the 20. This “closesout” Player 1's 20's and gives Player 1 40 points. After Dart 3 isthrown, the program changes the position of the numbers within the DTDRbefore Player 2 begins their turn. Game play continues this waythroughout the entire game until all numbers 20, 19, 18, 17, 16, 15 andBulls-eye are closed out by one of the players, which will win them thegame.

Example 1 Playing 9-Ball with Dart Board Having Digital Target DisplayRing

Player turns on board with Power Button. Game Menu Button is pushedwhich brings up the ability to choose a pre-defined game. 9-Ball ischosen from Game Menu. 2 Players are chosen from the # of PlayersButton—pressing this button consecutively 2 times will tell the boardthere are 2 players in the game. If the board allows for 8 players,pressing this button 9 times will begin the player selection all overfrom 1 player, 6 presses=6 players, etc. Difficulty Level 4 is chosen byusing the Level Button and pressing it 4 times—see Level Descriptions—ifthe Level Button is not pushed it will by default be placed on thepre-determined level of difficulty for that game (This game is typicallya level 8 game). By pressing the Level Button 1 time—this will take itto Level 1 and so on. Game options single, double, or triple to sinkball is chosen as “single”. Start Button is pressed to begin game play.Player 1 throws Dart 1. (The object of the game 9-Ball is similar to thetraditional game Rotation “Around The World” where the players areattempting to hit each ball once to move onto the next ball insuccession. If the player scores “sinks” each ball consecutively withtheir darts, they are able to retrieve their 3 darts and throw againuntil they miss the ball they are aiming for or a cue ball “scratch”which will then end their turn). After the 1^(st) dart is thrown, Player1's dart scores inside of the 1-Ball “sinking it”. The player 1 throwstheir second dart hitting the 8-Ball. Their turn is over since they didnot hit the 2-Ball. Player 2 throws Dart 1 and hits the 2-Ball, Dart 2and hits the 3-Ball, Dart 3 and hits the 4-Ball. Player 2 now retrievestheir darts and begins again aiming for the 5-Ball. Player 2 misses andscores on the Cue Ball. Player 2's turn is now over. Because theDifficulty Level 4 was chosen, since it is the end of Round 1, all ofthe billiard balls move from their original position within the DTDR andnow come to stop in a randomly generated position. Game play continuesthis way throughout the entire game until all 1, 2, 3, 4, 5, 6, 7, 8,and 9 are “sunk” by the players. The player that sinks the 9-ball is theplayer that wins the game.

Various modifications of the invention, in addition to those describedherein, will be apparent to those skilled in the art from the foregoingdescription. Such modifications are also intended to fall within thescope of the appended claims. Each reference cited in the presentapplication is incorporated herein by reference in its entirety.

Although there has been shown and described the preferred embodiment ofthe present invention, it will be readily apparent to those skilled inthe art that modifications may be made thereto which do not exceed thescope of the appended claims. Therefore, the scope of the invention isonly to be limited by the following claims.

1. A dart board comprising a digital target display ring (DTDR)surrounding a target area, said DTDR is operatively connected to acontroller with a microprocessor, said microprocessor is configured to(a) receive an input signal from an input device when the input deviceis actuated, and (b) generate an output signal to the DTDR for the DTDRto display a unique graphic according to pre-programmed commands for theactuated input device.
 2. The dart board of claim 1 wherein the targetarea comprises scoring segments, wherein the scoring segments comprises:(a) a bull's-eye, (b) a first area (single ring) surrounding thebull's-eye, wherein the first area comprises a plurality of scoringsegments, (c) a second area (triple ring) surrounding the first area,wherein the second area comprises a plurality of scoring segments, (d) athird area (single ring) surrounding the second area, wherein the thirdarea comprises a plurality of scoring segments, (e) a fourth area(double ring) surrounding the third area, wherein the fourth areacomprises a plurality of scoring segments, and (f) optionally, a fifthnon-scoring area surrounding the fourth area for miss thrown darts,wherein the scoring segments are radially aligned within twenty piesections.
 3. The dart board of claim 2 wherein the DTDR displays twentysectional graphics, wherein each sectional graphic corresponds to a piesection.
 4. The dart board of claim 1 wherein the microprocessorreceives a game selection input from the input device.
 5. The dart boardof claim 4 wherein the game selected is Zen Cricket, and each displayedsectional graphic corresponding to each pie section is a unique numberselected from one through twenty, and wherein the microprocessorgenerates an output signal to the DTDR to display a random and uniquenumber for each section.
 6. The dart board of claim 4 wherein the gameselected is billiards, and each displayed sectional graphiccorresponding to each pie section is a billiard ball having a uniquenumber selected from one to fifteen; and wherein the microprocessorgenerates an output signal to the DTDR to display a random and uniquebilliard ball for each section.
 7. The dart board of claim 4 wherein thegame selected is cards, and each displayed sectional graphiccorresponding to each pie section is a card having a unique playingcard, and wherein the microprocessor generates an output signal to theDTDR to display a random and unique playing card for each section. 8.The dart board of claim 4 wherein the game selected is dice, and eachdisplayed sectional graphic corresponding to each pie section is aunique set of dice, and wherein the microprocessor generates an outputsignal to the DTDR to display a random and unique set of dice for eachsection.